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Floor/Wall

Creator
Creator

In floor wall I notice that if I select mutiple floors the last pass (on upper floor) does not extend far enough and leaves a cusp. If set tool overhang to 100% it extends far enough but my first pass is cutting air. My cut region containment is set to walls.

Any suggestions?

 

Capture1.PNG

 

Ray

NX 8.5.3.3

ADI

 

 

7 REPLIES

Re: Floor/Wall

Legend
Legend
Try turning on "exact positioning"
NX11.0.1

Re: Floor/Wall

Creator
Creator

I did

Re: Floor/Wall

Have you tried looking at the regions? That might tell you what is going on.

Imediately after generate in the operation dialog, go to Options, Analysis tools, and use the green arrows to go through the regions/levels.

Mark Rief
Retired Siemens

Re: Floor/Wall

Esteemed Contributor
Esteemed Contributor

I think the issue is that it is doing what you are asking - to cut the floor.

You never said "cut the floor and the fillets" ;-)

In planar mill we would just mess with the retract stuff.

As we're still on NX7.5, I'm not sure what to play with for floor/wall

Did you try wall milling?

 

Ken Akerboom Sr CAx Systems Engr, Moog, Inc.
Production: NX10.0.3.5 MP5 + patch/TC11.2
I'd rather be e-steemed than e-diseaseled


Re: Floor/Wall

Creator
Creator

I'm in NX8.5.

Floor/Wall has two "cut region containment options": floor and wall. I selected wall. As I mentioned before it works fine if I select only one floor. When I select multiple it stops short

 

Ray

Re: Floor/Wall

We can't tell from the picture what's happening.

Please log a call with GTAC and submit the part, so that we can take a look at it.

Mark Rief
Retired Siemens

Re: Floor/Wall

Creator
Creator

Ok Mark, I guess this is more along the lines of an ER. 50% overhang leaves scallops on walls but is more effecient for cutting floors. 100% leaves no scallops but results in air cuts when cutting floors. Separate operations for cutting floors and walls does the trick. I was just thinking having the ability to extend only finish passes would be a nice feature.

 

Ray

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